Saturday, October 19, 2019

How to Beat: Joker

Disclaimer:


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Joker


Introduction:

Joker is a mid-weight semi-floaty, playing a tricky sort of style that changes based on whether or not he has Arsene. He's best played as a bait-and-punish without Arsene, preferring not to risk anything and go for safe punishes that come from reactions rather than risky reads, and with Arsene, he's best played as a rushdown, in order to maximize his Rebellion Gauge and not waste any time. Play more aggressively when he is without Arsene, and play defensive/zoning or even camp him out (especially on the angel platform) when he does have Arsene.

Strengths:


1. Combo Game

Joker's got a very solid combo game due to his multi hit moves such as first hit of f-air and u-air platform loops and his weak moves in terms of knockback means it can be hard to kill, but it also means that combo'ing is a lot easier, especially with his incredible ground speed. Avoid platforms/shield on platforms to avoid u-air loops, and DI away during combos, but mainly during d-throw. Knowing what moves the Joker likes to start combos with is great for defence, but can be difficult due to his many options, such as f-air 1 (shield), grab/delayed grab (attack), and running spaced tilt (dashback -> punish)

Summary: 

Jokers combo starters are d-throw, landing f-air, and d-tilt. Always make sure to DI away, and shield on the platform to avoid u-air.

2. Edgeguarding

Joker has some fantastic edgeguarding tools in the form of n-air and d-air for low-angled gimps, and his neutral-b while firing downwards gimps nearly any non-teleport recovery. He can't go very deep, but his tools allow him to cover the area close to the ledge, especially with his b-air having good range and Gun. Picking a character that can recover quickly from the deep or can survive gimps is effective, such as Villager (as he can keep recovering by being hit with Joker's weaker moves), or Snake, who actually prefers to recover high, and outside of u-air, Joker can't really contest Snake up there without Arsene.

Summary:

Joker excels at punishing low recoveries, so opt for Snake or Villager to recover higher and avoid his gun, or a teleport recovery. Without Arsene, he really isn't too much of a threat when recovering high.


3. Versatile Kit

His kit is incredibly versatile, as his quick speed, "counter", and solid projectile allows him to play safe and even camp people out until Arsene arrives. He can also rushdown with his n-air and b-air, as both are safe on shield when spaced properly (-5), and because his grab is so threatening, it creates an extra mixup option. He can deal with rushdown via his quick dashback and side-b and can deal with zoners with his counter that builds up to Arsene. Against a campy Joker, being able to predict side-b early can get you a punish, as well as knowing when they like to jump, as well as overshooting your aerials to prevent dashbacks. If he counters, charge a full smash attack, as it lasts longer. Most people opt for a grab, but a charged smash attack is optimal, just make sure to react if he drops his counter early. Against an aggressive Joker, respect and avoid his dash attack, but note his grab game. His f-air 1 is an amazing combo tool, but it loses to shield pretty hard. 

Summary:

Identify how the Joker plays with and without Arsene, predict his side-b and punish with full-hop, when he's using his counter, fully charge a smash attack and wait for the counter to run out or if he drops it early, and n-air and b-air spaced are safe on shield.

4. Arsene

Last but definitely not least, Arsene. Arsene is by and large Joker's biggest strength, as it makes almost all of his moves stronger/enhanced. It negates most of his weaknesses and boosts all of his strengths. His combo game takes a huge bonus in terms of damage and knockback, as well as giving him access to kill confirms, such as d-air -> u-smash, f-air 1 -> u-air/u-smash -> u-smash if u-air, and many more. He doesn't have access to any true confirms off of throw, however his juggle game is insanely good with Arsene on, and he can punish airdodges exceptionally well due to the strength of u-air with Arsene. At the ledge, always DI away his d-throw, as it can lead into a d-throw -> d-air with Arsene out at mid percents if you DI inwards. His edgeguarding also increases, due to the general strength of moves, his better recovery, and his Gun shooting more often. His side-b is also solid to poke offstage and burn resources. Picking a character like Villager or even Snake may not cut it, as the downtime they have while recovering allows them to eat an Arsene b-air or even d-air, often resulting in a kill at mid percents. Pikachu or a teleporter are solid options to avoid him completely offstage. His overall kit is stronger now, as his counter now acts as an anti-zone and anti-rushdown, due to it being a mix of a counter and a reflector, and his projectile has more range and deals more damage, making his zoning even stronger. His aggression however is where Arsene really shines. With stronger moves, he creates an incredible amount of pressure, making moves like f-air and d-air almost a death sentence to be hit by, forcing shields and allowing Joker free grabs to toss you offstage or go for airdodge reads off of d-throw. You should still wait out Joker counters, but maybe opt for a grab or if you can, empty-hop -> charged smash to read the counter. The best way to beat Arsene is to avoid him. Arsene Joker is the best character in the game, however, he's on a time limit, that gets further reduced as you hit him, so play safe and camp if you can while taking pot shots, and if you die, wait out Arsene on the angel platform (respawn platform) to waste their time further. Joker and his opponent often swap playstyles, where Joker often plays safe against an aggressor attempting to take advantage of his Arseneless state, while Arsene Joker makes the most of his time by playing full aggro, going for a stock, while the opponent waits out Arsene's timer. Learn how to camp with your character to the fullest, and if your character is able, stall offstage. Pikachu excels at this, due to his quick speed, small size, multi-hit moves in b-air, f-air, and n-air, (the longer moves take, the more time you waste), and his high agility and offstage presence in his Thunder stalls and Quick Attack.

Summary:

- His combo starters remain the same, but much more potent.
- Continue to DI away, airdodge his b-airs offstage, and still pick a character who can avoid Gun, such as Pikachu, Snake, or someone with a teleport
- Play defensive and downright camp Joker out. Use your character's tools to move around and even go under the stage if possible, and make sure to stay on the respawn platform (the Angel Platform) for as long as you can.
- Consider Joker's playstyle with and without Arsene and adapt.


Weaknesses:


1. Sometimes Can't Kill

Without Arsene, Joker has a very tough time killing, usually relegating himself to smash attacks for killing or Gun gimps, which is why he prefers to play defensive and rack up % for easier Arsene based kills. While Joker is low on his Rebel's Gauge, playing aggressively and racking up Arsene at early percents means when Arsene runs out (and hopefully you haven't died), Joker will have trouble closing out the stock, giving you time to rack up percent or even kill him instead.

Summary:

Arseneless Joker can't kill. Try to force Arsene when you're at very early percents, so Joker will be left to kill you while Arsene recharges.

2. Trouble with Small Characters

A lot of Joker's moves, especially his aerials (namely, f-air) cannot hit crouching characters such as Snake, Pika/Pichu, and Greninja. Due to this, he'll usually opt for landing aerials and d-tilt, which can all be shielded, and his other options can be ducked, such as grab and f-air. Making use of your crouch is not a common option thought about, so consider it on your favourite character, and what counterpick you can use to combat Joker's aerials.

Summary:

Pick a small character with a really low good crouch, shield the rest of his options, be careful of a grab mixup.

3. Poor OOS Options

Joker's fastest OOS option is u-air, which will mostly whiff, especially on small or even mid-sized characters. Outside of that, he has f-air OOS, which is frame 7. Pressure his shield with spaced aerials or very low lag moves -> grab or dashback to punish a f-air OOS if your move is on the slower side.

Summary:

- He only has f-air OOS, can u-air OOS if you're a big character
- Low lag/spaced move -> grab or dodge the f-air OOS -> punish

Playing Against Joker in the Neutral

Joker:
Most of the time, Joker's neutral will be a bait and punish style. Play aggressive. He will usually go for b-air walls and aim to get f-air 1 and a grab. Rising b-air has trouble against small characters such as Pichu or Inkling and Greninja while dashing, so they may go for landing b-air or even a n-air/d-air. Using the aforementioned characters is very strong, as they're quick enough to bait out his defensive option, and then go for the hit. If the Joker is using rising b-air, wait it out, and then run in and attack. Landing b-airs require an early strike, and a n-air or d-air don't have a lot of range, so attempt to outrange it or apply the same principles to b-air. His f-air 1 and grab mixups are tough to deal with, but it's worth noting he has to do landing f-air to get f-air 1, so if he jumps near you/your shield, it's better to OOS to quickly hit him before he f-air 1's or empty hop -> grabs you. However, he can instead f-air normally, which you can then punish right after, but by default they will usually go for f-air 1. His side-b is also a great defensive tool, but can be shielded with ease. If your character has good range, such as Shulk, you may be able to hop over the side-b and punish with a f-air, which can be more devastating with Smash Art. His u-tilt functions as a solid anti-air, which can lead to u-airs at early percents, so incorporate empty hops to bait it out and dash away or even shield it, as there's plenty amount of downtime for you to punish. Staying under Joker is vital in the neutral, as his up-b can grab you in mid-air and his u-air can trap you on the platforms. Joker's Gun is a pretty strong tool for poking, as well as Rainstorm being viable in a full hop, able to poke down and force a shield, as well as cancel into moves such as b-air. When he uses Rainstorm, see if you can move tot he sides and hit im with f-air or b-air. And finally, if the Joker busts out his counter, charge a smash attack.
Arsene:
Now that Arsene is out, Joker will be playing much more aggressively. His stronger moves create a ton of pressure, which can allow him to get free grabs or smash attacks, should you shield, counter, or spotdodge. Evading with speed and stalling is a powerful technique against Arsene. Using your character's options offstage to stall time makes a ton of difference, especially if you wait on the Angel Platform the entire way through. An obscure technique when fighting Arsene (which is even stronger since Joker will usually be at high percents with Arsene) is to grab him and keep pummelling. This not only stalls time, it deals extra damage, and slightly reduces Arsene time by hitting him. Arsene's punish game is incredible, and it definitely affects the neutral. Throughout the entire game, note the player's favourite approach option as Arsene, as they often don't need many opportunities to take the stock. N-air becomes a great option in the air for keeping opponents off of you, d-air becomes a combo starter, and b-air becomes an even stronger wall, as it gains an intense amount of kill power. His options remain the same yet stronger, and it's much more optimal to avoid it rather than contest it and risk getting d-air -> f-smashed.

Summary:

Joker
- Bait and punish neutral
- B-air walls, f-air 1/landing f-air, and grab
- Pick a low height character or one who is low when dashing(Pichu or Inkling/Greninja)
- Strike rising b-air after, strike landing b-air early
- F-air 1 is always landing
- Shield side-b or jump over and attack (requires range)
- U-tilt is a solid anti-air but pretty lag on or off shield
- Stay under Joker to avoid up-b and u-air on platforms
- If he counters, smash attack

Arsene
- Aggro neutral
- All previous options are now 10x
- Don't shield/spotdodge as often
- Evade with speed/stalling instead
- Use offstage options to stall time
- Wait on the respawn platform for as long as you can
- If you get a grab, mash pummel to stall time -> throw

Punishing Joker

Joker:
Juggling Joker is all about reading Rainstorm. Rainstorm basically renders any juggle moot, if done improperly. Rainstorm hits all below it, so it is more beneficial to stay mobile and pressure Joker while moving side to side with the use of platforms or a character with solid enough air-speed, such as Wario. This may force a Rainstorm, to which you can hit Joker on the side, often killing earlier. Edgeguarding Joker is more about distance. Gimping him and getting him further from the ledge, though it may seem obvious, is optimal. Because of its nature as a tether recovery, if Joker is not in range of the ledge, he will go absolutely nowhere, so forcing an airdodge offstage by dropping from the ledge -> b-air can often take the stock. Keep him away from the ledge. At the ledge, Joker can double jump side-b, or any of his other basic options. This loses to shield, and can even be punished if you read it with a quick d-air or other spiking move.

Arsene:
Rainstorm becomes stronger, but the principle still applies. Hit from the side. Gimping him does however become a bit harder, it is also a bit easier. Without access to the tether, his recovery is much more telegraphed, and will now lose to longer range spikes, such as Ivysaur d-air. It has slight invincibility at the beginning, so spike it midway through rather than going for gimp at startup. At the ledge, his options become much stronger in terms of knockback, and side-b has more range, meaning Joker can fire it from a distance and be safer from d-air counterattacks. Just shield it and move on, or if you can read it, run offstage and wait for it -> double jump -> d-air.

Summary:

Joker
- When juggling, hit him from the sides and pressure with horizontal speeds (either on platforms or with good airspeeds)
- Force airdodges with high pressure edgeguarding and to keep him further from ledge as much as possible
- He can side-b from ledge, so if you read it, go for a spike
Arsene
- Rainstorm punishes harder, principle still applies
- Gimp him at the later part of his up-b.
- Joker can side-b from further away, but a read can still get you a spike

Recommended Matchups:


1. Pichu



Pichu's small stature and unrelenting aggression takes advantage of 2 of Joker's weaknesses, his fragility against small characters, and his poor OOS game. Pichu is able to naturally dodge his moves at times (especially when crouching), and can pressure his shield and avoid his OOS options in u-air (frame 5) and f-air (frame 7).

In the neutral game, Pichu's TJolt can make Joker's strong dashbacks negligible as well as punishing his b-air walls, as the move will continue and hit him, forcing a shield, which already puts Joker in a bad position. Use TJolt to cover your aggression and pressure his shield while staying low. Using spaced d-tilt is a great shield poke tool, as Joker can only jump out of his shield to escape it, meaning he has no good offensive option OOS, and jumping away only puts him into the corner. Against side-b, you can quickly hop over it and get a grab or a n-air due to your speed and small hurtbox. When Arsene is out, your high maneuverability, up-b, side-b, and down-b can help evade and stall offstage, as well as go under the stage to stall time even further. Coupled that with your frailty, it is 100% the correct choice to get the hell away from Arsene Joker. Unless he barely whiffs a smash attack, it's not very safe to try to whiff punish him. Side-b has more range now, but that means being closer to him makes you safe from side-b, due to the 45 degree angle it is sent.

B-air and f-air are not too strong of aerials to punish Rainstorm on their own. However, making use of b-air dragdowns can net you a free u-smash or grab -> Thunder. Edgeguarding is making use of dragdowns and d-airs to keep him away from the ledge and stall him away, while ledgetrapping is making use of TJolt and d-tilt to poke at him and force an option while still remaining unpunishable yourself. You can run off f-air if he side-b's. While under Arsene, read his trajectory and be there with a d-air.

Summary:

- Pichu is small and fast, letting him avoid a lot of Joker's moves (f-air, u-air, and b-air)
- Use TJolt and pressure shield with low lag moves that keep you low to the ground
- His best OOS option is to jump away or n-air, which is frame 12
- Hop over his side-b -> grab. If side-b is improperly timed, it can straight up go right over you
- Use your specials to keep Arsene away and to evade/stall offstage
- Use b-air dragdowns to punish Rainstorm
- Force airdodges or push him from ledge with dragdowns and d-airs
- Ledgetrap with TJolt to force an option or put him in an edgeguard situation below the ledge
- Read Arsene up-b trajectory and d-air him (midway/at the end of up-b)

Best Pichu Mains:

VoiD: Though in a bit of a character crisis, VoiD is one of the best Pichu mains to ever play Ultimate, and has done a ton for the meta, which is exemplified by his top tier placings and wins. His content featuring Pichu videos and for many other characters are here.

NAKAT: VoiD's former fellow CLG member, NAKAT is currently the strongest active Pichu player, ranking as the 26th best Ultimate player in the world, according to the PGRU. His guide to Pichu and Pikachu can be found here.

2. Pikachu



A frequent member of the Recommended Matchups club, Pikachu is also a strong pick against Joker. Much like his fellow rat, Pichu, Pikachu's small stature, relatively safe disadvantaged state, and quick moves/ground speed makes it hard for Joker to punish Pikachu. On the other hand, Pikachu can punish Joker well, mainly due to his already incredible combo game, and his strong edgeguarding that Joker can have trouble consistently getting around.

In the neutral, Pikachu can standardly TJolt, as well as punish any committal options Joker may throw out, such as repeated use of Gun. Most options can be punished with a QA to get Joker into disadvantaged. You can approach with f-air, but getting a grab at 0% makes the matchup very scary for Joker. Getting a b-air towards offstage is also a great position for Pikachu to set up more b-airs to set up an edgeguard, which Pikachu excels at already. Should Joker whip out Arsene, Pikachu is more than well equipped to avoid him. QA, side-b,Thunder stalling, and general movement speed allows Pikachu to go under the stage, over it, through Joker with QA, and stall offstage, long enough for Arsene to run out. The unreactable nature of QA also allows Pikachu to mixup and attack Joker instead.

Edgeguarding consists of standard Pikachu setups. Joker will almost always go under the stage/slightly away from under, with or without Arsene. You can purposefully let him grab onto the stage, only for you to get an easy descending dragdown/d-air, as he will be unable to move. Joker has few unique ledge options, all of which can be hit with Pikachu f-smash or d-air. Standard fundamentals of reading helps with juggling Joker, especially if he uses Rebel's Guard, as you have time for him to land and punish. If he has Arsene and counters, you just have to u-air to repeat the juggle. At higher percents, however, you could try fastfall drag down n-air -> U-smash to punish the Arsene counter. For Rebel's Guard however, just charge an u-smash while he lands, or if you can vertically space it, Thunder.

Summary:

- Pikachu is small and fast, making him hard to hit
- TJolt approaches, punish Gun with QA
- Go for grabs at low percents, unless they know to actively avoid it. Punish spotdodges/rolls/jumps accordingly
- QA, Side-b, Thunder stall, run away, all viable tools vs. Arsene. QA to hit Joker as a mixup
- He will always recover low or airdodge to ledge
- Let him tether grab ledge to punish him, as you can cover a ton of space while hes in the animation
- F-smash/d-air to cover unique ledge options, otherwise standard punishes (grab neutral getup, shield ledge attack, etc.)
- Rebel's Guard -> charged smash
- Arsene counter -> n-air dragdown -> u-smash or just u-air

Top Pikachu Mains:

ESAM: The classic. The GOAT of Pikachu since Brawl. His resume is extensive and is a great resource for all things Pikachu.



3. Mega Man




Mega Man is a sort of sleeper counterpick for the biggest top tiers right now. MM solidly does well against the top cast, but can struggle with raw rushdown characters. Joker is not one of those characters. He can be, he just doesn't have the tools to do it as well as someone like Fox or Pichu. Spamming lemons from a midrange distance is able to restrict Joker's movement, especially if the MM can get a bead on Joker's neutral patterns, such as where they like to go when hit by a pellet, very similar to how top level Melee Falco's use lasers to pressure, control space, and read reactions, MM excels at restricting his opponent and study their reactions to the pressure.

In the neutral, zoning and studying your opponent is key. Spam lemons to keep Joker out, and see where they like to go when hit by a pellet. Do they jump away? Do they shield? Do they roll, jump towards, retreat to platforms, the ledge. Knowing their patterns is key to any matchup, but Mega Man's lemons allow him to see their reactions to constant pressure. Keeping Joker out also can frustrate and cause them to slip, allowing you to get reads off of continued lemon pressure, mainly through b-air, or even the occasional u-tilt if you read a grounded option.

When Joker's offstage, b-air covers a ton of space with a good amount of frames out, while d-air can cover a ton of vertical space when Joker tether grabs. B-air is your main offstage tool. At the ledge, rising f-air, b-air, and n-air are all safe options to punish jumping from the ledge, or to fake to bait a grounded option. Most grounded options can easily be punished with an u-tilt, or even an f-throw/b-throw to reset and get an edgeguard, if they're at low percents. If you can time and space it right, a d-smash can cover a roll and a neutral getup, and may clank with a getup attack, however it's got a ton of lag. Leaf Shield, however, is probably your strongest ledgetrapping tool. It's incredibly active and covers a ton of area, as well as being an incredible 2 frame option. Juggling Joker is making use of your u-air projectile, and when he's closer to the ground, try to read an airdodge or counter with an u-tilt. Spamming of u-air can be used to fill Rebel's Guard, so don't be so hasty to spam it, so make sure to fake them out a few times.

Summary:

- Pellet in neutral
- Learn their reactions to them getting hit by/their shield getting hit by pellet
- Punish repeated patterns with b-air or u-tilt for grounded punishes
- B-air and f-air are strong offstage (ton of range), and d-air for low Joker up-b's
- Leaf Shield 2-frames and covers a ton of space for ledgetrapping
- Juggle but don't spam, as they may charge Rebel's Guard
- Bait airdodges and counters and punish with u-tilt when close to the ground

Best Mega Men:

kameme: As of now the strongest Mega Man main, and a top level Japanese threat.

Marss: Though normally a ZSS main, Marss took a set off MKLeo at Mainstage 2019 by switching to a Mega Man secondary.

Stage Select:

Joker's best stage is PS2, and he does okay on every other stage, preferring to pick based on his opponent's bad stages rather than having a good one himself, as well as based on personal preference.

Summary:
To summarize:

- Low profile his moves

- Stall Arsene

- He recovers low

- Move side to side when juggling

- His ledge options (aside from standard ones) are punished with d-air/f-smash

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Follow me on twitter! https://twitter.com/jkoga6

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Changelog: 

Oct. 19/2019 - Added Stage Select
May: 29/2020 - Changed Twitter handle



Saturday, August 3, 2019

How to Beat: Palutena

Introduction:

Palutena is a mid-weight and semi-floaty. This combination usually leads to a sort of balance where the character is not able to take advantage of the extremes, yet is not punished by them too hard. Palutena may be in the middle, but she does lean towards the floatier and lighter side, meaning she does die off the top earlier, but her weight supplements that. She also can be combo'd a bit harder than lighter characters, but her floatiness prevents combos at later percents. She's also got a tall hurtbox, meaning she is easier to actually get the first hit on.

Strengths:

1. Footsies

Palutena has an incredible footsies game. Footsies is essentially a midrange game where you are neither rushdown or zoning. Instead, you play close to your opponent, poking with strong aerials and/or ground moves, hoping to get in and out to find a chink in their armor. Essentially a bait and punish style that focuses on more aggression. Palutena's aerials have low landing lag and she's got one of the fastest ground speeds, allowing her to dart in and out while also having strong and quick aerials to punish the opponent. Playing the footsies game against Palutena can be very difficult, as her aerials can be hard to punish. Her fall speed however, being semi-floaty, is her weakness in this aspect. Noting her aerial habits is important. Did she f-air or b-air in this situation? Was it a rising f-air? When does she rising f-air? When does she landing f-air? All of these are important. If she does more rising f-airs in a certain situation, force that situation and punish it. Rising aerials have downtime afterwards, so time it based on your character's ability to get in and punish. Faster characters should charge in once the move comes out, while slower characters should go earlier, once she jumps, as she'll most likely buffer the move if it's rising. If it's a landing f-air, there will be downtime before she can react to your punish, so charge in early, especially since f-air and b-air come out so late at frame 9 and 8, respectively. She can also make use of her insane ground speed as well. Dashback -> dash attack is a common punish, so overextending your attacks can make all the difference. This is barebones fundamentals for footsies. If you have the time and are interested to go deeper, I recommend you read sonichurricane's the Footsies Handbook.

2. Advantage State

Palutena's advantage state is one of her best factors. When above her, her run speed allows her to cover ground quickly, making it hard to escape u-airs or dash attack. Couple that with her u-smash, she can mix you up from very long ranges if she reads the airdodge, usually resulting in a kill. Her Auto Reticle and Explosive Flame are both good for pushing advantage as well. When offstage, AR can catch your jump and position you further down offstage, limiting your options in terms of recovery. EF also burns resources such as air-dodge and jumps, reducing the opponent's options. Her edgeguarding is one of the best, with a counter, her aforementioned b-moves, strong and disjointed aerials, and her strong 2-framing with d-tilt. N-airs lingering hitbox can also be a pain to deal with, as it can cover the ledge and hits/beats out moves like Wolf side-b and Pikachu up-b.

3. Safety and Consistency

Palutena is a very safe character. Her aerials have low lag, she can quickly run out of situations, she's hard to edgeguard with her teleport recovery, she has both a counter and a reflector. She's also very consistent, as most of her combos will work on all of the cast, and her skill floor is higher than most. Not to say she's an easy character, she's just easier to get at a playable level with. However, by avoiding her n-air, you can avoid a ton of basic bread n butters that the lower level Palutena's use. Also having your 2-framing down to a science is most likely your only shot at consistently edgeguarding Palutena. If she spams aerials, it's likely they're all rising, so rush at her once the move comes out, as f-air and b-air don't have a lot of active frames. If they're landing, strike early.

4. High Damage Combos

Palutena's main combo starters are f-air, n-air, u-air, and d-throw. Avoiding f-air is about the footsies game. Predicting rising vs. landing is important to bypassing f-air walls. To avoid u-air, practicing your landing game can help avoid juggles and prevent her from pushing her advantage state. Avoiding d-throw is about avoiding grabs. If the Palutena is a grabber, start using your quickest moves or even spotdodge -> attack to punish. N-air is one of Palutena's best get off me options and one of her only OOS options. She'll most likely use this OOS if you land on her shield, so be careful when approaching her. If she approaches with n-air, you'd need to be wary of her crossup, as a poor OOS option just means more n-airs. B-air OOS for most characters will catch Palutena while she's crossing up your shield, and if your character has long enough range, just n-air OOS can catch both the crossup and the land in front. Bigger disjoints can help, so having a sword can make the matchup a bit easier, or even just knowing your longest range moves can go a long way

Weaknesses

1. Poor Get Off Me and OOS Options

Get off me options are essentially what they sound like. They're moves that get your opponent off you, usually due to speed, range in a radius, and knockback. These get off me options are usually used OOS, as that's usually when you need an opponent off of you. While in shield, it'll almost always be n-air OOS to try to turn the tables on you. Proper spacing, pressure using speed, and using your safe moves to bait her out of shield can net you a free punish. Characters that are good at this are Wolf and Fox. Her other get off me option is less close range. If you try pressuring her up close, she can dash-attack, as it's a very fast move. However, it's very punishable on shield, so predicting it is important. Shielding will cover both of her get off me options, however, this can lead right into a grab, so shield -> long range aerial is a safe play.

2. Poor Ground Game

Palutena is a pretty bad ground game. All of her tilts last a long time and can be easily punished, her jab is slow, and her specials are meant for longer ranges than up close, and so, she can really struggle against small and rushdown heavy characters, such as Fox and Pichu. Her only good ground move is dash attack, which still has a ton of lag, so it's likely Palutena will be taking to the air for her aerials. Her short hop is fairly high, so having a smaller character means that her aerials may whiff, especially since some characters duck low when running, such as Inkling.

3. Small Characters

Palutena's aerials are very forward facing, and due to her SH height and fall speed, she often misses her aerials or small/crouching opponents, so she may often opt for landing aerials in a matchup, making it easier to predict. If you're playing a small character, go for early attacks to punish this, and if she hits you right back, play low and wait for her aerials instead. Switch between both playstyles and adapt.


Playing Against Palutena in the Neutral

Palutena plays similarly to Melee Marth. Long range with quick aerials, but a punishable downtime before or after their swing. When approaching, look out for her aerial timings for any patterns. Repeated rising aerials means to punish after the move, so rush in at different times depending on your character's speed. Faster characters should run in once the move is actually out, while slower characters may want to run once the animation starts. It's all variant based on character speed and how close you play against her in the neutral, but this all comes with experience with the character. Against a landing aerial user, rush in as soon as you see her jump with faster characters, but if you're slow, you have to predict the jump, or use your longest range move. Most of Ultimate's cast is fast enough to punish as soon as she starts to jump, however, due to most characters either being simply fast in the air/ground, have long limbs/swords, or have projectiles to put hit Palutena as she rises, messing up their rhythm and catching them off guard. Also be careful of dashbacks, as Palutena is a very fast ground character, and dashback -> dash attack is a strong and effective whiff punish. Overshoot your attacks if you get hit by this. Against her shield, her only options really are n-air, so baiting it out with proper spacing on her shield is important, as there is a lot of downtime after n-air.

Punishing Palutena

Juggling Palutena can be very tricky. Her fall speed is moderate, but it's her teleport that makes it tricky, as she can instantly port to the other side of the stage with decently low end-lag. Predicting this does however get you a free punish, so if she up-b's while you're juggling her, expect it again. When she's higher up, she'll usually teleport down, if she's closer to the ground, she'll teleport to the other side. A center stage Palutena will either teleport to the sides or not at all. If there are platforms, she can teleport straight up while at center, and when descending, she can edgecancel them, which can be very hard to punish, but can be hard to execute in high pressure scenarios. If your u-air/juggling tool doesn't have much range, or you become predictable, she can quickly fast-fall n-air, which allows her to get a grab or combo with more n-airs. If you can bait out fast-fall n-air, however, it's a free punish due to the downtime. When edgeguarding Palutena, it boils down to where she'll teleport. If you cover the ledge and attempt 2-framing, she'll teleport higher, especially if there are platforms. Most Palutena's will go low however, so you could try to 2-frame, or you could predict when she teleports and catch her before she can, if you're fast enough at least. At the ledge, her best options (aside from the standard getup, roll, getup attack, etc.) are teleport from ledge (either to the platform or back onto the ledge as a mixup), or n-air from ledge, a high reward play. Shielding at the ledge protects you from the n-air, but if she teleports to the platform, you won't be able to punish. Ledgetrapping can be very character dependent, however.

Recommended Matchups

1. Pikachu

Palutena's weakness against fast and close-range fighters really shines in the matchup against Pikachu. Pikachu's ability to pressure shields with spaced f-airs and TJolt approaches, force shields with his strong punish game off a TJolt landing or a fast-fall n-air, and to punish shields with his insane early grab game and u-throw/d-throw Thunder kill confirm gives him one of the best aggressive games in Ultimate. Couple that with his relatively small hurtbox and Palutena's high reaching aerials, and you've got a great character against Palutena.

In the neutral, Palutena doesn't have a very strong approach game. She's more of a bait and punish, so adopting that strategy as Pikachu is a great way to play the matchup. Pikachu's safe aerials in f-air and b-air, strong ground game with d-tilt and jab, and his small hurtbox grant him a stronger neutral in the matchup. TJolt approaches as well as spaced f-air are your good options in neutral, and always be on the lookout for a d-throw -> n-air loop, as well as practicing your combos to optimize damage.

Juggling Palutena can be hard, as Pikachu's u-air will never kill in a serious match. Where Pikachu excels is catching her mixups with moves like u-smash, Thunder, Quick Attack, and TJolt. U-smash can catch her airdodges, spotdodges, and be used in teleport reads, Thunder can clip her off the top, QA can be used to follow her teleport on read or even reaction, and TJolt can be used to apply pressure, should she teleport away. Edgeguarding Palutena can be rough, even for a character like Pikachu, as teleport recoveries are nearly unedgeguardable. If she goes high, hit her with Thunder or follow her with f-air/b-air to send her back offstage or even an u-smash on stages like FD and Kalos. If she goes low, 2-frame with low-angle f-tilt, TJolt, d-air, or a b-air/n-air at the ledge. Ledgetrap with TJolt and f-air to catch out teleport, use shield to cover n-air, and then up-b, aerial, or even turnaround rising TJolt punish teleport (if she's on a platform). Up-b is a good option with decent reward, as it can be used OOS, and can reach platforms or center stage while still popping up Palutena.

Best Pikachu Mains:

ESAM: ESAM is THE Pikachu. He not only pushes the meta via optimized combos, he's a content creator with full confidence in his ability and his character, making him the best resource for Pika knowledge. His results and wins have resulted in his 16th placing on the Spring 2019 PG Rankings.

2. Pokemon Trainer

Pokemon Trainer is a tough matchup for Palutena mainly due to Squirtle. Squirtle's strong combo game on most of the cast, small stature, and quick speed make him almost a pseudo Pikachu. He's able to rushdown and avoid Palutena's rising aerials, allowing him to almost guarantee a landing aerial and therefore a punish. He's also able to edgeguard Palutena decently, with low angled f-tilt and even Waterfall being able to 2-frame. If she doesn't go for the ledge, Water Gun can push her offstage. However, you shouldn't count out the others. Ivysaur has a powerful spike that makes 2-framing easier and kill earlier, as well as a strong u-air to kill Palutena in juggle situations. Coupled that with a ton of kill confirms at 70%, where Squirtle's combo game tips off, and Charizard's powerful last resort options in side-b, u-smash OOS, and his throws, give you one versatile option for any matchup.

In the neutral as Squirtle, around early percents, you wanna go for your combo starters in f-air, d-air, d-throw, and late dash attack. Palutena will whiff her rising aerials or go for landing aerials, so getting in early but not too early avoids both options and forces n-air or dashback. If you're able to get in early, f-air is a quick, frame 5 move that can hit Palutena before she uses her own moves or beat out n-air. The only trouble would be dashback, which even then may be too slow due to Squirtle's fall speed and f-air's 6 frames of landing lag. If Palutena starts reaching 60-70%, it may be more beneficial to switch to Ivysaur. Ivysaur's neutral greatly uses Razor Leaf, which can be reflected, so use it more defensively for zoning. Razor Leaf can confirm into a ton of options in f-air, Grab can net you a kill as well with d-throw -> n-air -> FF -> Vine Whip. Charizard's neutral is based on conditioning your opponent. You can pressure their shield with empty-hops mixed with a grab -> kill throw or even a side-b finisher if she n-airs OOS. If she's approaching, u-smash can help OOS or as an anti-air, and Charizard's speed is still fast for a heavy, making his dashback very effective against a dashattack.

Punishing Palutena is best via Ivysaur. His juggle game is incredible, as u-air and Vine Whip are long range moves with devastating kill power. U-air also sends Ivysaur back to the ground, allowing him to cover options much faster. U-smash reads kill Palutena very early, and Razor Leaf can cover directional airdodges. However, Squirtle still has a very strong early punish game, so preferably use him first. His juggling game is however the weakest, so switch to Ivysaur in those situations quickly. Charizard's u-air and u-smash are decent moves that can juggle, along with his quick fall speed and ground speed, allow him to cover a ton of distance during mixups. Offstage, Ivysaur d-air can 2-frame and kill very early, as well as f-smash being a strong tool for ledgetrapping, as it has deceivingly long range and pulls Ivysaur back, allowing him to dodge getup attack. Squirtle can also 2-frame with low-angled f-tilt, as well as Water Gun to cover above-ground options. Charizard's neutral-B can be used to cover the ledge, but Palutena's teleport can avoid it. D-air is a strong option, but will hardly ever hit due to teleport. Using tipper b-air and side-b at the ledge can kill very early however, so basic fundamentals in ledgetrapping is useful as Charizard, especially due to how scary his basic options can be, in the form of tipper b-air and grab -> u-throw/b-throw (for roll from ledge).

Pokemon Trainer Mains to Study:

Tweek: Tweek's odd ability to pick up any character and dominate has no exceptions, including his Pokemon Trainer, who recently won him a tournament over fellow PT expert Wishes at Spectrum #100. As expected from the #2 ranked player in the world (as well as being regarded as the best skill wise from other top players), he's capable of dominating with pretty much any character. Tweek is well-known for being arguably the best Squirtle as of right now, however Tweek is the best option to watch due to his decision making.

Puppeh, Pandarian, and Wishes: All 3 are very strong Pokemon Trainers to watch. Watching Tweek is good for decision making, but watching these three's VODs are important for learning matchups, due to their higher experience compared to Tweek.

3. Diddy Kong


Diddy Kong's incredible ability to apply pressure on the ground and punish poor defensive options make him either beat or at the very least go even with Palutena. His Banana forces a defensive option just by holding it, even moreso at high percents, and a lot of his moves have low lag that can be used on the ground or in a shorthop, such as d-tilt and b-air. 

In the neutral, having a Banana out applies a ton of pressure to the opponent, especially at kill percents, so make sure to be comfortable with Banana and itemplay in general. Use Banana to punish landings, airdodges, or spotdodges, or even in an empty hop, similar to a tomahawk. It's also decently used in the air, as it can stall the opponent long enough for you to reach them, as they'll be stuck in hitstun for a second. B-air is a solid walling option, as you can spam it, being able to use it twice in one shorthop. F-air has more range, however is a bit slower, and popgun being used at the midrange can force a shield and still let you approach. However, if Palutena reads the popgun, she can quickly dashattack. Side-b is a great burst option when punishing moves like dash attack, however, and can even be used on shield due to it's command grab properties, as well as an attack. Empty hops with Banana are definitely scary as well, so I recommend implementing that into your play. Diddy should play a pressure game with Banana, and even defensive at times, so against Palutena, play close in the midrange when you have Banana, but maybe pull back and use popgun/spawn a Banana from far away. Diddy excels at punishing Palutena's footsies style. Against rising aerials, Banana her as she's landing (you may need to SH banana), or even Banana her landing into whatever punish you want. Against landing aerials, you need to predict it as she jumps, so Banana as soon as she jumps. This ability to punish the aerials from far away while also being fast on the ground gives Diddy a big advantage in the neutral.

Some good punishes after Banana are d-throw -> double b-air, dash attack -> f-air, or even smash attack after Banana. F-smash is usually better than u-smash, so long as you're either center stage/f-smashing them towards the side of the stage you're closer to, while u-smash is better on platforms or if you're gonna be f-smashing them towards the blastzone while you're on the other side of the stage. However, f-smashing allows you to set up edgeguards, so on more fast-fally characters, maybe opt for the f-smash or even a b-throw. Being comfortable with punishes from Banana is key to being able to pressure Palutena, as if she's not scared of your punishes, your neutral crumbles. Learning the Diddy Kong platform infinite can be helpful in securing stocks, but is very tough to get consistently, so make sure to practice it when you can, and to go for it during friendlies to help you notice when you should go for it and what situations occur where this infinite is applicable. Diddy's biggest form of ledgetrapping involves placing the Banana at the ledge, which covers regular getup and getup attack. Their remaining options are double jump from the ledge, jump from the ledge, and roll from ledge. Against double jump from the ledge, sometimes they'll try to grab the Banana, so if they do that, it may be a good idea next time to place the Banana a little further back, but you can also usually punish them while they're focused on the Banana such as with a shieldgrab. Against jump from ledge, f-air sends them right back, and against roll from ledge, b-throw sends them back. Palutena can have difficulty at the ledge, as her semi-floaty nature makes double jump from the ledge more predictable, and her mid-weight status can get her killed by an f-smash if she does regular getup or getup attack on a Banana. Diddy can even 2-frame by throwing Banana at the ledge, allowing him to get a pretty easy d-air.

Diddy Kong Mains to Study:

Dakpo: Probably the most well-known Diddy, Dakpo is well known for his use of the infinite in tournament, as well as his 50 minute in-depth guide to Diddy Kong as a whole. An incredible resource on learning the matchup as Diddy and the character himself.

ZeRo: The GOAT of Smash 4 has not been to a tournament in a bit, focusing on streaming. That said, his Diddy was and is still a force to be reckoned with, with a heavy defensive and pressure based game, very similar to a Street Fighter player. Often times he'll have opponents cornered their entire stocks, and with this playstyle earned him the title of the best Smash 4 player 4 years in a row, with countless tournament wins. He also recently released a guide to Diddy Kong, which is again a great resource.

Stage Select:

FD is probably Palutena's worst stage, as she loses a lot of platform extensions on her combos with n-air and u-air, and loses some of her teleport cancel options. The rest of her stages should be okay, with Battlefield being her best due to the exact opposite of FD, and possibly even PS1/PS2.

Summary:

To summarize:

- Take note of rising/landing aerials

- Get good at ledgetrapping and 2-framing consistently

- Pressure her to force a whiffed n-air OOS

- Pick a fast character and small character

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- Karo 

Follow me on twitter! https://twitter.com/jkoga6

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Changelog:

May. 29/2020 - Changed Twitter handle

Thursday, July 4, 2019

Character Strengths and Weaknesses (MEGAPOST) - LAST UPDATED: Jun. 02/2020

What is this? Well, it's going to be a sort of a one-stop shop for people looking to find the Strengths and Weaknesses of characters. If you'd like to know why they have these strengths or how to beat them, each section will have a link to their full writeup.

Table of Contents: (use ctrl-f to search the initials in the brackets)

1. Peach [P1]
    a. Strengths [P2]
    b. Weaknesses [P3]
2. Wolf [W1]
   a. Strengths [W2]
   b. Weaknesses [W3]
3. Olimar [O1]
   a. Strengths [O2]
   b. Weaknesses [O3]
4. Pichu [P4]
    a. Strengths [P5]
    b. Weaknesses [P6]
5. Snake [S1]
    a. Strengths [S2]
    b. Weaknesses [S3]
6. Palutena [P7]
    a. Strengths [P8]
    b. Weaknesses [P9]
7. Joker [J1]
    a. Strengths [J2]
    b. Weaknesses [J3]
8. Sonic [S4]
    a. Strengths [S5]
    b. Weaknesses [S6]
9. Pikachu [P10]
    a. Strengths [P11]
    b. Weaknesses [P12]

Peach [P1] - https://beatingultimate.blogspot.com/2019/04/anti-guide-peach.html


a. Strengths [P2]

1. Hard To Combo
2. Strong Edgeguarding
3. High Damage Combos
4. One Of The Best Projectiles
5. Strong Pressure
6. Kill Power 
7. Recovery

b. Weaknesses [P3]

1. Dies Early
2. Technical Barrier

Wolf [W1] - https://beatingultimate.blogspot.com/2019/04/how-to-beat-wolf.html


a. Strengths [W2]

1. Safe Moves
2. Oppressive Neutral 
3. Amazing Ledgetrapping
4. Consistent Punish Game

b. Weaknesses [W3]

1. Mediocre and Exploitable Recovery
2. Mediocre Offstage
3. Combo Food

Olimar [O1] - https://beatingultimate.blogspot.com/2019/04/how-to-beat-olimar.html


a. Strengths [O2]

1. Oppressive Neutral and Pace Control
2. Shifting Playstyle
3. Fantastic Punish Game

b. Weaknesses [O3]

1. Bad Disadvantaged State
2. Large/Invisible Hurtbox 

Pichu [P4] - https://beatingultimate.blogspot.com/2019/05/how-to-beat-pichu.html


a. Strengths [P5]

1. Small Hurtbox
2. Intricate and Effective Punish Game
3. Thunder Jolt Approaches
4. Recovery

b. Weaknesses [P6]

1. Lightweight
2. Lack of Range

Snake [S1] - https://beatingultimate.blogspot.com/2019/06/how-to-beat-snake.html


a. Strengths [S2]

1. Pace Control
2. Oppressive Defense in Neutral
3. Unorthodox Recovery
4. Safe Edgeguarding

b. Weaknesses [S3]

1. Weak Approach Game
2. Disadvantage State

a. Strengths [P8]

1. Footsies
2. Advantage State
3. Safety and Consistency
4. High Damage Combos

b. Weaknesses [P9]

1. Poor Get Off Me and OOS Options
2. Poor Ground Game
3. Small Characters

a. Strengths [J2]

1. Combo Game
2. Edgeguarding
3. Versatile Kit/Playstyle
4. Arsene

b. Weaknesses [J3]

1. Struggles to Kill At Points
2. Trouble with low-profiles/small characters
3. Poor OOS options

a. Strengths [S5]

1. Unreactable Burst
2. Incredible Speed All Around

b. Weaknesses [S6]

1. Range
2. Poor Unique Approach Options


Pikachu [P10] - https://beatingultimate.blogspot.com/2020/06/how-to-beat-pikachu.html


a. Strengths [P11]

1. Next to No Disadvantaged State
2. Nearly Unedgeguardable
3. Small Stature + Pancaking
4. Combos At Nearly Any %
5. TJolt Approaches
6. Edgeguarding Game

b. Weaknesses [P12]

1. Weight
2. Range

Sunday, June 30, 2019

How to Beat: Snake

Snake

Introduction:

Snake is a heavyweight fastfaller, giving him some of the best survivability in the game. He's a trapping/zoning character who makes trades and outlasts his opponent. His main tool is setting up Grenades, so playing against them requires pressuring him to prevent him from setting them up/punish him for doing so. 

Strengths:

 

1. Pace Control 

Snake is insanely good at controlling the pace of the match. His ability to control space forces you to play his game, making you deal with constant Grenades, avoid C4, play around Nikita, and dealing with his high recovery make you play the matchup much differently than others, always forcing an approach. Being able to counteract this is based on how comfortable you are with moving your character 100% confidently. Paying attention to the shifting locations of Grenades, C4's static location, Nikita's range of threat (including being able to descend quickly by putting side-b away), and Snake himself requires you to be very comfortable in moving your character to make up for the constant shifting of attention and allows you to approach/pressure Snake, putting the control of the match into your hands. 

2. Oppressive Defense in Neutral

Snake's defense in neutral boils down to being able to control space so effectively. As stated, Snake's Grenades, C4, Nikita, and Snake himself require constant attention to deal with correctly, and also knowing their options. Grenade locations are always changing, so knowing where they are/each time he drops one is key to dealing with them. Grenades have a decent explosive range and last 2.5 seconds, which can be manipulated by cooking the grenades, which is to say that Snake holds the grenades, lets it waste time a bit, and then dropping them, adding a layer of unpredictability. They're also able to combo break, so be careful. This matchup is not played very well if you overcommit, Snake punishes that. Try getting some good hits in and focus on putting him offstage or above you rather than extending the combo and putting yourself in an unsafe position to where he can reverse it. You can pick up the grenade normally, but you can also catch it mid-air with Z or an airdodge. Aerials also work, but you have to be close enough not to actually hit the item, but press A with the aerial once its on top of you. Hitting Snake while he has an explosion ends any potential followup, especially if he drops it using shield and blocks your attack. If he's holding and/or cooking a grenade, throw him quickly instead of attacking, or fake him out and avoid him entirely. If he's left a grenade on the ground, quickly grab it and toss it at him to force a shield or airdodge and then punish. You can also utilize your own projectiles to pop grenades, such as with Pikachu Thunder Jolt. To prevent grenades in the first place, keep up pressure. Play the midrange spacing and take center stage. Note that he only can have 2 grenades out, so if he's placed both of them in succession, there's 2.5 seconds of time you can find an opening and approach, as long as he isn't near them, and if he is, he'll shield or eat grenade damage, or he can even grab them and throw them at you, so be prepared to shield if he does so. However, playing center stage can be risky due to C4. If he places C4 at center stage, you can bait out a detonation by parrying, or if your character is fast enough, predict that he'll detonate, and then punish him. Usually they'll jump, so using your character's u-air can set up combos, including juggles and u-air dragdowns such as with Fox u-air combos and Sheik and Joker u-air dragdowns. These characters are also good for baiting out C4, as Fox and Sheik are incredibly fast, while Joker can counter and rack up his Rebel gauge. Knowing when and where he placed C4 boils down to knowing the animations and seeing the blinking red dot whenever it's placed. He'll also place one down usually whenever he's above you from recovering, so watch out for it when he's landing. Pay attention to where he placed C4/when you see the red dot and avoid it, or bait it quickly with movement, a counter, parrying, or even shielding it if you want to force him to replant one. He does not often use Nikita in neutral, mainly in advantage, but if he does, he'll chase you with it, or play less committal and use it to control space. A fast and small character like Fox and Pichu are able to force it high and then land quickly and run to Snake to punish him. When doing this, still remember that there are most likely grenades, so don't lose focus. Bigger/slower characters should focus on avoiding getting hit via shielding or hitting Nikita with a projectile, or even maneuvering around it, since it's not that fast, just harder if you're not a fast character. Note that it can quickly descend by dropping Nikita, and if it does, you most likely will not be able to punish, as he puts away Nikita to drop the missile. If he controls space with it, just wait for it to run out and then punish once it dies out and starts descending, use platforms to out maneuver it, use projectiles against Snake or Nikita, or directional airdodge past it to bait him into pushing Nikita into you, and then punish. Snake himself can u-tilt as a strong anti-air/kill move, d-air to get out of shield, and dash attack for it's long movement and range. Fake approaches and apply pressure but quickly evade the ranges of u-tilt and d-air. They both have enough recovery frames for you to punish. Dash attack however is able to catch you out while applying pressure with minimal recovery frames. If you expect it however, shielding it can allow a free punish.

3. Unorthodox Recovery

Snake is probably the only character who recovers high. Using his up-b Cypher, grenades, C4, and b-air and d-air for hitboxes. Cypher allows him to get high in the first place, giving him some breathing room and time to plan out a strategy in order to land. Grenades are the key to landing with Snake. By b-reversing his grenade, he's able to shift his momentum to the opposite direction he's moving towards, so if he's been avoiding you with that, try hitting the other direction than he's going once you get near him. He can also mix this up further with an air-dodge, so it's all about patterns. Grenades also can prevent juggles, as it would explode both of you, allowing him to reset neutral and/or knock you off-stage. If you can hear out for him pulling the grenade pin, don't hit him. Wait for him to land, throw it, or even explode. C4 is also dangerous if he can time it right, but it's most potent if you're on a triplat stage. It might be hard, but paying attention to the C4 coming down/the red blinking dot once it lands on a platform and reacting via shield/running away is important. B-air is his main landing option with an aerial, so if he fastfalls and is close to the stage, shield or dashback vs. the b-air. D-air can also be used if he wants to stall aerial momentum. Beating Snake recovery is less about edgeguarding and more about keeping him in disadvantage above you without getting reversed via grenades and C4. If he for some reason recovers low, a quick spike will take care of him, as Cypher has no hitbox unless Snake falls out of it. Note that Snake still can recover low, especially if you intercept him offstage as he tries to go high, usually with an air-dodge towards the stage to avoid attacks. It can be unpredictable, but if you're able to catch him doing it repeatedly, it should be a quick stock.

4. Edgeguarding

Snake's edgeguarding and ledgetrapping are top tier. Nikita can chase you offstage and cover the ledge very well, either killing you or giving him time to bring out another Nikita. Offstage, mix up your airdodges to avoid Nikita, and save your jump until Nikita gets close enough. However, if you keep jumping over Nikita, the Snake can send it right up and kill you even earlier than if you didn't jump, so if you suspect he's caught onto your jumping, you can instead fastfall to quickly avoid it. Once you're closer to the edge, use your recovery move or airdodge if you still have it. You can also reflect/counter Nikita, or even attack it, which can disable it or explode it. Careful with your drift. If you drift in while hitting it, it might still explode on you, so drift back when hitting it. Characters like Lucina can f-air Nikita and quickly fastfall and go to the ledge.. However, if you're below the ledge and he pulls out Nikita, stay close to the wall and be ready to tech. If you're knocked not that far offstage, quickly getting on can prevent Nikita, whether it be a quick airdodge onstage or to the ledge. However, once you're on the ledge, things get very tricky. Giving Snake time to plant things at the ledge is very dangerous, so getting back on quickly is optimal. Unless however you've been getting on quickly the same way always, so he can quickly bait out your options such as airdodge back on stage with things like u-tilt. Going for the ledge is not always bad, but giving him time to prepare definitely is. Once you're at the ledge, use your invincibility to your advantage via rolling back onstage (watch out for C4) or jump -> directional/neutral airdodge back on. Again, if you suspect he knows you've been doing this, a simple getup can avoid his u-tilt if he does it behind him, allowing you to b-throw to reinstate advantage or even use a kill move. (in some cases, b-throw does both) You can even attack him from the ledge with getup attack or jump -> aerial. His most common trapping moves are C4, Grenades, instant Nikita (pulling out Nikita at the ledge and letting it instantly die) and u-smash. C4 is incredibly telegraphed and slow, so if you just got to the ledge and he starts to place one, immediately jump -> aerial and then get out of that area or be ready to shield. For Grenades, you can empty hop or regular getup onstage and then grab him, as he'll most likely shield to avoid grenade damage, or grab the grenades. You can then either jump over him and throw it at him and then punish, or throw it at him and run to reset neutral. You can also z drop and jump behind him, again either to run or grab after the explosion. Nikita quickly dies and will explode any grenades, as well as taking time to pull out, so rolling onto stage or jump -> airdodge -> attack can avoid it and have some time to reset neutral or punish. U-smash is fairly low lag for an u-smash, so it's all about the timing. If he spams u-smash, rolling can cause him to react with a turnaround u-tilt, while getup shielding can cause him to grab. You could jump from the ledge and try to recover high by directional airdodging through the u-smashes, or jump -> airdodge to either cross him up and land in front of him as a mixup. You could also normal airdodge through the u-smashes and attack, or even getup and spotdodge -> attack if you can time it right.

Weaknesses:


1. Approach Game

Playing a character that is able to force approaches, such as Mewtwo and Samus with their strong, chargeable projectiles, or Pikachu who can force an approach with TJolt, but also pop grenades and use the projectile as an approach tool for the mixup, can make Snake seem a lot less scary. Even being in % lead or a stock ahead can force an approach, so be patient and let him do the work for you. He can dash grab or dash attack, the latter being able to reach very far, so don't let it fool you, he can Nikita from far away so you can either shield it, use a disjointed hitbox like Lucina f-air to hit it, or if you're fast enough, you can fake a defensive playstyle and immediately rush in once Nikita is far away enough. He can also push forward by C4 zoning in order to gain center stage, so if you see him start to plant C4, attacking him is a great way to push him back out, even if he does plant it, as he most likely will not detonate it while it's close to him. Remember to play defensive, but not to lose center stage, as keeping Snake in the corner takes advantage of his 2nd weakness.

2. Disadvantage State

His disadvantaged state is probably Snake's biggest weakness. His mobility in ground speed, airspeed, and up-b speed makes it very difficult to escape when offstage and while being juggled/above. His fall speed does help, but not to the degree of Fox or Greninja, as well as having so much lag on his moves that if he whiffs one while landing or gets shielded, it's an easy punish OOS. His best bet is to bait an attack and grenade both of you, so he can reset neutral. If your followup is not true or frames away, it's best to bait a grenade and then go for a grab if he's close to the ground. B reverse grenades and directional airdodges let him shift momentum as well, so instead of commiting to a direction, empty hop and then quickly land and dart towards wherever he moved. If he grenades, he can airdodge to further shift momentum, so if you see him b-reverse grenade, remember to dart to his location, stop, and then wait for an airdodge for a punish. If he lands with the grenade and does not airdodge, let him land -> grab. While he's offstage, he'll mainly be looking to up-b from afar and then recover from high above. If your character is strong enough offstage, and you see the Cypher, you can intercept it and hit him again, either killing him or pushing him further from the stage. If your character is not that proficient offstage, you could jump out before he uses Cypher, fake an edgeguard, and then immediately recover to force him below the stage. His Cypher is very susceptible to getting spiked, so maybe get a friend to help you consistently spike at the ledge. Snake's options to avoid ledgetraps are mainly d-air, f-air, all the regular getups, and airdodge. He can also even jump away from the ledge and then Cypher up, so don't count that out as an option. D-air and f-air can easily be shielded, with f-air being incredibly reactable. Airdodge is tricky, as it grants invincibility and can be mixed up, so be patient and punish once he actually lands with your fastest moves, whether it be a quick tilt or even grab to get him back offstage.

Playing Against Snake in the Neutral

Snake's neutral consists of grenades as often as possible, as well as having C4 and Nikita pressure to make approaching difficult and often in his favor. Playing around grenades means being comfortable walking up and grabbing them or even parrying them, so just have the CPU Snake use Neutral Special and them practice using them. Being 100% certain in itemplay is rare outside of characters who have such items, as most competitive players do not practice with them, so it's a good skill to have in a lot of matchups. Also noting when he pulls the grenade and counting 2 seconds is a good indicator that they're about to explode (as they explode at 2.5) , as well as taking into account how long the Snake held the grenade. Approaching against Snake requires constant attention, so watch out for when he places C4. Look for blinking red lights around the stage every 3 seconds (while in neutral), as the C4 blink red and are easily visible when initially placed, and don't forget the position. Respect it's damage and knockback as well, as C4 kills are one of the more common ways Snake can kill an opponent, the others being u-tilt and Nikita. U-tilt is an excellent anti-air and even anti-approach tool, as it's got very good vertical and horizontal range. It also comes out very quickly, at frame 6, with fairly good recovery frames, interruptible at frame 38. The best way to beat it is to get close enough to bait it, and either shield it or quickly dash out once you suspect he's gonna go for it. If your character is fast enough, you can punish it if he throws it out while you have center stage and he's at the ledge, such as with Fox. Nikita is tricky in neutral, as it can chase you around, so use the platforms to quickly move around and dodge it, and then if he overextends Nikita to your side of the stage, try and punish him. Slower characters may require a projectile like Robin neutral-b or side-b, or Ganondorf down-b.

Punishing Snake

Snake has frame 1 grenade, allowing him to escape juggles and even combos well. Making sure your combos are true or at least frames away from true can prevent grenade pulls, but it's still important to not overcommit. Unless your combo is guaranteed, it's more optimal to focus on getting him offstage or if not possible, get him in a juggle situation, and then practice edgeguarding him with a friend. However, he is still a heavy fastfaller, meaning true combos will be more potent against him. Snake's another contender for the best neutral game alongside Wolf and Olimar, so maximize your true combos and get them down to a science, as well as the aforementioned practicing of the edgeguarding. Being patient helps against his mixups when landing, as his grenade b-reversing and airdodges can quickly shift his momentum, so go to him and wait for a movement change until he's airdodged. After he's airdodged, he has no options for a while and is a free punish. Edgeguarding, you should focus on intercepting Cypher as he goes for a high option, or at least being close enough to force him below. Quickly recover back and then punish his low recovery with a d-air, as Cypher has no hitbox. His options of getting back onto the stage from the ledge consists of airdodge, f-air, and d-air, alongside the other options all characters have. F-air is easily reactable, but d-air is very quick, frame 5, so maybe making some space from the ledge can help, as his air mobility isn't very good, and it covers airdodge and directional airdodge. It also can help against roll, getup attack, jumping from the ledge just creates a landing mixup from before. Regular getup loses to grab or a well-timed attack, but aside from the regular mixups all characters have, him getting back onstage is very troublesome for Snake.

Recommended Matchups

1. Fox


Fox is a very fast and rushdown pressure based character, one of the best, if not the best, midrange characters in the game. He can dart back and forth and empty hop repeatedly to force an option that he can then punish due to his speed across the board. Snake's biggest weakness is his disadvantage, something Fox punish in spades, aside from offstage edgeguarding. Fox is fast on the ground and quick to return to it, giving him a potent juggling game, as well as being able to use low lag moves at the ledge to bait different options and then quickly rush to punish them.

In the neutral, Fox can pop grenades with his lasers, but cannot force approaches with lasers, as Snake can crouch under them. However, his approach game is where he really shines. His incredible speed can allow him to grab grenades as they drop, and approach Snake should he try to cook them for longer, giving Snake no breathing room. You can quickly grab one and toss em away, forcing him to pull another one, giving you time to punish, you can use it to force a shield, such as z-dropping it onto Snake and then crossing him up or spot-dodging the explosion -> attack, or avoid it completely by grabbing Snake and using the invincibility all characters get at the beginning of a throw. Fox can completely run away from C4, and Nikita can be reflected. Snake can however use Nikita to create pressure and let it drop, and then run in with dash attack, so staying in reflector gives him breathing room to prepare for approaches or even approach himself, so focus on the offensive. Punishing Nikita is using your quick speed to hop onto platforms or even over it and then running at Snake, still taking into account maybe Grenades or any C4. Punishing with dash attack can be risky, as Snake can detonate after, if the C4 is under where he was at low-mid percents, so instead go for a throw or aerial. Since Fox is one of the lightest characters in the game, trading is a very bad choice, as you can often die at 70% off of edgeguards.

Punishing Snake is very tricky. You need a guaranteed true combo, or he'll pull out a nade and break the flow. If you are aware of the nade, you could possibly combo him low to the ground, and then go for a grab to not detonate it, but Fox gets little off grabs aside from stage control, so it's ill-advised. Once you do have him in disadvantage, however, Fox can really push Snake to his limits. Note that overextending can get you offstage and offstage can get you killed, so don't play so committal. Hitting the tip of your u-air can prevent grenades from bursting, as well as grabbing him when he's lower to the ground. Edgeguarding should also be less committal. Let Snake come to you. On a stage like Town and City, you can use the platforms to edgeguard, but Fox does not do well offstage, so it's a bad idea to risk it. Instead bait Snake with empty full hops and autocancel b-airs, or even laser to rack %. When he's cornered, his best get off me options are dash attack and d-air, Dash attack has a ton of range so expect a cross-up if you're close. D-air is quick as well, but the range is lackluster and puts him at a good range for b-air to get him offstage.

The Best Fox's to Watch:

Light: By far the best Fox player, with the best results and wins. Known for his high-octane and aggressive style, he was one of the players to emerge at the end of Smash 4's lifespan, he burst onto the scene of Ultimate, taking names quickly, such as MK Leo, Tweek, Nairo, Dabuz, Marss, VoiD, ESAM, and Salem, as well as placing 1st at Ultimate Nimbus, 3rd at 2GG: Prime Saga, and 5th at Genesis 6, Let's Make Moves, and Frostbite 2019.

ZD: A strong Fox main with wins over Tweek, Zackray, Salem, Ally, and Leffen. Currently ranked 2nd in MD/VA, with placings such as multiple Smash@Xanadu 1st place finishes, 5th at Ultimate Nimbus, 7th at Let's Make Moves, and 5th at Glitch 6.

2. Pikachu



Pikachu is a quick and agile fighter with great mobility due to quick ground speed and up-b giving him high maneuverability and recovery. This speed allows him to maneuver around grenades as well as quickly outspeed Nikita to punish Snake onstage, as well as to avoid Nikita offstage with mixups. Pikachu also has a deep punish game that benefits very well from Snake's heavyweight and fall speed.

In the neutral, TJolt is a much better tool than Pichu's, as you do not take self-damage, and can therefore use it infinitely. Use these to pop grenades, force shield, force jump, or to even approach if it lands. If Snake throws a grenade at you, you can quickly punish, as the actual grenade itself has no hitstun, so keep pushing. Pikachu can play the midrange effectively, as he has decent speed, along with a quick punish tool with QA that can pop Snake up/put him in tumble, avoid grenades, and outspeed Nikita. Approaching Snake can be dangerous, as you jump so high and your range isn't that great, you can often get anti-air'd by u-tilt. If you're at mid-high percents, consider approaching with air-dodge or run up spotdodge to quickly bait it out and then punish with n-air if you airdodged as you land, or even a quick ground move like u-tilt to quickly punish, or a smash attack for the kill. Playing defensive is much better with Pikachu than Pichu, as you take no self-damage, so be patient and approach with TJolts to try and get them onto a platform or jump.

Punishing Snake is all about practicing true combos such as n-air loops, u-tilt and u-air juggles, or even u-air loops to prevent grenades, as well as QA to punish Nikita while onstage. Edgeguarding is also huge, so when he's offstage and you can predict Cypher, a back air will push him back off or even kill, and Thunder can catch him if you dip below and can space it vertically correctly. D-air is always a good option when he's below, as it'll either spike or send at a low angle sideways. Drag downs are also very good, as they're quick ways to push Snake further down, as Cypher takes a while before it can gain vertical momentum, allowing you to regain your footing and then spike. TJolt can also catch Snake if he hugs the wall while up-bing. Once he's on the ledge, TJolt can still hit, so maybe prep it if you're far away and he's below the ledge by TJolting at center stage and then begin your ledgetrapping. Turnaround f-smash can catch regular getup and getup attack, SH fadeaway u-air can catch roll and avoid getup attack, as well as quickly keeping you close to the ground, allowing for further punishes, and f-air/b-air can get ledgejumps. F-smash can also catch double jump from the ledge, but it's very rare. Pikachu's QA can help push disadvantage, as well as using quick u-airs to reset juggles, Pikachu can keep Snake above him very well.

The Best Pikachu's To Study:

ESAM: The main Pikachu player known for an aggressive yet bait and punish style with an extensive set win list over top players such as MK Leo, Tweek, Nairo, Ally, Myran, yeti, and Ned, with placements such as 1st at BoBC3, 3rd at GOML 2019, 7th at Genesis 6, 4th at Full Bloom 5, and 3rd at Dreamhack Dallas.

Captain L: A Pichu/Pikachu main. Captain L does occasionally play Pikachu, he has better success with Pichu across the board, and so will often play Pikachu and Pichu in the same set.

3. Mega Man



Mega Man's strong projectile game allows him outcamp and combat Snake's defensive style. His pellets allow him to poke at Snake's shield should Snake try to grenade -> shield an approach, as well as pushing back any grenades Snake throws at him, should the pellets hit. Pellets are also able to prevent Snake's limited movement options even further, and snuffing any aggressive/CQC play from Snake. Mega Man being heavy, a fast faller, and having a decent recovery makes trading with him not as strong compared to glass cannon characters, as well as Mega Man having a solid kill option in u-tilt should he read Snake on the ground, or b-air when edgeguarding Cypher.


Tacking on damage against Snake in the neutral is one of Mega Man's strong suits. All of his projectiles are strong at pressuring Snake's shield or dealing poke damage from a distance, such as Metal Blade and Crash Bomber (MB, CB), or snuffing/dealing with close range Snake, such as Leaf Shield's barrier and pellets. F-air and b-air are also both decent spacing tools in the neutral, should Snake attempt a midrange playstyle. F-smash is a viable read option should Snake drop out of shield. Typically this would happen after a failed grenade -> shield, but this is still an option for any read.

As per usual, punishing Snake is knowing your true combos in order to prevent frame 1 grenades. When juggling, u-air is a strong option, especially when Snake recovers and is above the stage. It can also be a strong option when Snake retreats to a higher platform. For edgeguards, f-air is your go-to option when hitting him out of Cypher offstage. If you use it too often in the match it may be staled, so maybe refrain from using it during onstage fights and/or unstale it by spamming pellets and projectiles from a safer distance. Snake has nearly any options at the ledge, so if he recovers low, quickly f-air him to edgeguard. This is very rare, but if he does reach the ledge, f-smash covers most of his options aside from standard getup shield and tournament winner, which are safe, provided Mega Man is far enough.

Top Mega Mains

kameme: The artist formerly known as Kamemushi, Kameme has been a Mega Man main since Smash 4, where he shook the world when he placed 2nd at EVO 2016 with mostly using Mega Man. In Ultimate, he still does well, such as 1st at Umebura Japan Major 2019, 2nd at Umebura SP 3, and 5th at Umebura SP, with wins over Ally, Raito, ProtoBanham, Tea, KEN, and Abadango.

yeti: The Minnesota Mega Man Main is a force to be reckoned with. With 9th at GENESIS 6 and 2nd at Combo Breaker and wins over Larry Lurr, MVD, and Maister, there's no doubt he's one of the best Mega Men in Ultimate.

ScAtt: A Mega Man/Snake co-main, he was probably the most well-known Mega Man in the early Smash 4 days. With wins over Salem, Myran, and MVD and 9th at Smash N' Splash 5 and Come to Papa 3, it's no wonder he's been able to stay relevant in the transition from 4 to Ultimate.

Stage Select:

In most matchups, FD is Snake's worst stage, as the lack of platforms means less escape options and harder to land for Snake. In some cases, such as the Yoshi matchup, you would be hurt more by going to FD, so it's moreso based on character choice and player preference.

Summary: 

In summation,

- Pay close attention to grenades and the timing

- Find where C4 was placed, don't forget it

- Practice true combos on Snake to avoid frame 1 grenades

- Edgeguard him off the side with strong f-air or b-air while he's in Cypher startup (before he goes up)

- Pick a fast character and play the midrange game (not too close, not too far)

- Pick Mega Man and camp Snake back

- Pick FD (unless your character sucks on FD)


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Changelog:

- Jun. 30/2019 - Fixed kameme writeup
- Jul. 3/2019 - Added heading title
- Jul. 10/2019 - Fixed Recommended Matchup formatting
- May. 29/2020 - Updated Twitter Handle